Americans Are Riding Public Transit In Record-Breaking Numbers

Visit any major U.S. city and you’ll likely see the anecdotal evidence that use of public transit is steadily growing in popularity. Last year, however, Americans reached an important milestone: according to a new study by the American Public Transit Association , U.S. residents took almost 10.7 billion trips on transit, the highest number since 1956. Read more…        

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Americans Are Riding Public Transit In Record-Breaking Numbers

Intel’s 800Gbps cables headed to cloud data centers and supercomputers

Intel’s pitch for Silicon Photonics. Intel and several of its partners said they will make 800Gbps cables available in the second half of this year, bringing big speed increases to supercomputers and data centers. The new cables are based on Intel’s Silicon Photonics technology that pushes 25Gbps across each fiber. Last year, Intel demonstrated speeds of 100Gbps in each direction, using eight fibers. A new connector that goes by the name “MXC” holds up to 64 fibers (32 for transmitting and 32 for receiving), enabling a jump to 800Gbps in one direction and 800Gbps in the other, or an aggregate of “1.6Tbps” as Intel prefers to call it. (In case you’re wondering, MXC is not an acronym for anything.) That’s a huge increase over the 10Gbps cables commonly used to connect switches and other equipment in data centers today. The fiber technology also maintains its maximum speed over much greater distances than copper, sending 800Gbps at lengths up to 300 meters, Intel photonics technology lab director Mario Paniccia told Ars. Eventually, the industry could boost the per-line rate from 25Gbps to 50Gbps, doubling the overall throughput without adding fibers, he said. Read 13 remaining paragraphs | Comments

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Intel’s 800Gbps cables headed to cloud data centers and supercomputers

Shuttle runs a Haswell Core i7 in a case barely bigger than a disk drive

The Intel NUC proves just how small a desktop-class, 4K-capable Haswell PC can go. What the NUC doesn’t do, though, is let us switch out the processor – it comes with either a Core i3 or i5 soldered to the mainboard. Now, Shuttle ‘s DS81 is slightly bigger than the NUC, but it’s still tiny (19 x 16.5 x 4.3cm) and its H81 chipset supports user-upgradeable processors up to a Haswell Core i7. Like the DS61 before it, the DS81 comes with serious cooling to let it function in environments up to 50 degrees, such as in digital signage situations. It’s also deceptively big in terms of connectivity, with two PCIe Mini slots (one half-size and one full-size), two slots for RAM (up to 16GB), six USB ports (two of which are 3.0), three displays outputs (1x HDMI and 2x DisplayPort), dual Gigabit Ethernet ports and even a card reader. A Shuttle rep we met at CeBIT told us the DS81 should start to become available from next week, starting at 178 euros ($250) for a barebones unit – although some retailers are already offering pre-built systems for upwards of $800 with a two- or three-week shipping delay. Filed under: Desktops Comments

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Shuttle runs a Haswell Core i7 in a case barely bigger than a disk drive

Nanomaterial May Be Future of Hard Drives

sciencehabit writes “Most magnets shrug off tiny temperature tweaks. But now physicists have created a new nanomaterial–an ultrathin 10-nanometer layer of nickel grafted onto a 100-nanometer-thick wafer of a substance called vanadium oxide–that dramatically changes how easily it flips its magnetic orientation when heated or cooled only slightly. The effect, never before seen in any material, could eventually lead to new types of computer memory.” Read more of this story at Slashdot.

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Nanomaterial May Be Future of Hard Drives

A dynamic map beautifully illustrating the USA’s territorial history

Here’s a sweet crash-course lesson — in animated gif form — showing how the United States expanded and took shape over the course of its history. Read more…        

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A dynamic map beautifully illustrating the USA’s territorial history

The World’s Thinnest LED Is Only 3 Atoms Thick

LEDs have come a long ways. From the early 70s when a bulky LED watch cost thousands of dollars to LG’s announcement last month that it had created an OLED TV as thin as a magazine , these glowing little bits of magic have become wonderfully cheap and impossibly small. But guess what: they’re about to get much smaller. Read more…        

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The World’s Thinnest LED Is Only 3 Atoms Thick

iOS 7.1 released, improves iPhone 5S stability, iPhone 4 speed, and more

After months of testing, iOS 7.1 is finally here. Andrew Cunningham Apple has just released iOS 7.1, the first major update to iOS 7 . The new update provides a variety of security and stability fixes, some speed improvements, and UI tweaks that refine the new design introduced back in December. The update is available for all devices that can run iOS 7: the iPhone 4, 4S, 5, 5C, and 5S; the iPad 2, both Retina iPads, both iPad minis, and the iPad Air; and the fifth-generation iPod touch. The update brings a whole pile of fixes. It addresses a crashing bug with the iPhone 5S, improves speed on the iPhone 4, introduces the new CarPlay feature, adds new accessibility options, and makes a handful of other refinements to the UI. The first iOS 7.1 beta was released to developers back in mid-November, and four additional betas have been issued since then. Throughout the beta cycle, Apple has continuously adjusted the operating system’s user interface, polishing it and making it more consistent. We’ve been playing with the iOS 7.1 betas for a few months now, and we’ll be publishing a full review of the software after we’ve spent a little more time with the final release. We’ll also be revisiting our original article about performance on the iPhone 4 later today. Read on Ars Technica | Comments

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iOS 7.1 released, improves iPhone 5S stability, iPhone 4 speed, and more

A closer look at Titanfall’s not-so-secret weapon: Microsoft’s cloud

While you were busy running along walls and throwing missiles back at your opponents during the Titanfall beta , countless data centers across the world were making sure that each AI-controlled Titan bodyguard had your back. Much of the frenetic action in Respawn Entertainment’s debut game rests on one thing: Microsoft’s Azure cloud infrastructure. Up until last November, Microsoft CEO Satya Nadella’s baby was mostly used for business applications, like virtualization and acting as an enterprise-level email host . With the Xbox One, though, the company opened up its global server farms to game developers, giving them access to more computing power than could reasonably be stuffed into a $500 game console. Since the Xbox One’s debut, Microsoft has been crowing about how Azure would let designers create gaming experiences players have never seen before. Now it’s time for the product to speak for itself. With Tuesday’s release of the online-multiplayer-only Titanfall , Redmond’s gamble takes center stage. Players are no doubt concerned about the game’s stability at launch. With one look at the problems that plagued Diablo III , SimCity and Battlefield 4 , consumer skepticism is easy to understand. The folks behind Titanfall believe they’ve got a not-so-secret weapon to circumvent the foibles those games endured, or are still enduring , in Microsoft’s server infrastructure. It’s been in place and running pretty successfully since 2011. Respawn engineer Jon Shiring says that since the beta ended, some skeptical devs have already changed their minds about the feasibility of using Azure for the parts of a game traditionally handled by a user’s console or PC. In Titanfall ‘s case, that largely includes artificial-intelligence-powered teammates. “Back when we started talking to Microsoft about it, everyone thought it was kind of crazy and a lot of other publishers were terrified of even doing it, ” Shiring says. “I’ve heard that since our beta ended, they’ve been pounding down the doors at Microsoft because they’re realizing that it really is a real thing right now.” By eliminating the hassles of setting up a game’s cloud infrastructure, Redmond is letting developers focus on what’s important: making killer games. Shiring has touched on what Redmond’s back-end would allow before, but even then, it wasn’t clear just how intrinsic Azure was to the game’s twitch-based multiplayer mayhem. Aside from providing dedicated servers for low-lag online matches, Azure’s remote horsepower is part of what sets Titanfall apart from contemporary first-person shooters. To understand how Respawn ended up working with Microsoft, we have to travel back to 2007, back when Miley Cyrus was still Hannah Montana and Call of Duty wasn’t a household name. IN THE BEGINNING In the span of five years, Call of Duty house Infinity Ward sold millions of plastic discs and, with 2007’s Call of Duty 4: Modern Warfare , it established the prototype for current multiplayer gaming. After a very public falling out with parent company Activision three years later, key creative staff left the studio to form Respawn. While the new team was in the early stages of deciding what its first game would look like, Shiring was already pushing hard for dedicated servers. The downside, however, is that those CPU stacks and the space to house them aren’t cheap. Luckily, Respawn had friends in the right places. “Microsoft got really interested in the idea, and that was early on, ” says Shiring. “I’d say I started to nudge them in 2010, but it really was 2011 when we were coming at them like ‘What can you do? We can’t afford this.'” This was around the time that Redmond was deciding what to do with the online service for the as-of-yet unnamed Xbox One. “There are other games like Battlefield that have dedicated servers, but they haven’t gone the same direction that we have with them, ” Shiring says. “We knew in the early stages of developing Xbox One that we wanted to tap into the power of the cloud in a way that hadn’t been done before, ” says John Bruno , Xbox Live’s lead program manager. “We were convinced that enabling dedicated servers using cloud computing presented a great opportunity to realize our vision for Xbox One.” Microsoft is providing the garage and the tools for game developers to work with, and, perhaps most importantly, it’s keeping the rent cheap. By eliminating the hassles of setting up a game’s cloud infrastructure, Redmond is letting developers focus on what’s important: making killer games. For a startup like Respawn, that was pretty attractive and would allow the studio to achieve its vision with minimal compromise. GOTTA KEEP IT DEDICATED While a good number of PC games use dedicated servers, most console titles rely on a player hosting each multiplayer session. This introduced more than a few roadblocks to Respawn’s vision. For starters, it wouldn’t allow for the resource-intensive AI-controlled combatants and busy battlefields the team had in mind. “Having these servers with a significant amount of CPU power and bandwidth available is absolutely essential to our game: Having these machines that are regional and servers that have good ping — that’s huge, ” he says. “That has completely changed the way we make games.” Many look at Titanfall as the first true next-gen game, offering an experience we haven’t seen on last-generation hardware (think: the PlayStation 3 and Xbox 360). From what Shiring says, the fact that Respawn wasn’t held back by a console’s local processing power was key to letting the studio achieve what it has. “There are other games like Battlefield that have dedicated servers, but they haven’t gone the same direction that we have with them. We have all of this AI and things flying around in the world; that has obviously let us build a different game than we would have if we’d have gone with player-hosted, ” Shiring says. “Really, the biggest thing with that is that it has uncapped our designers and let them do things that were previously impossible to do.” Because Titanfall ‘s advanced AI is handled by the Azure servers, your Xbox’s or PC’s innards can be used to achieve more detailed graphics and the game’s silky-smooth frame rate. The Titan bodyguards, dropships and legions of AI-controlled combatants are essentially free from a processing-power standpoint. Without Redmond’s cloud, it’s highly likely that Titanfall ‘s six-versus-six player limit would be painfully apparent. Since these features live on remote servers, though, making sure they seamlessly appear in-game is paramount. THE LAST MILE As is often the case with networking, the distance between access points is where things tend to fall apart. In player-hosted gaming, it’s no different. When you start a typical multiplayer game on a console, the quality of your experience often relies on how good your connection to the host is. If someone in their house starts watching True Detective on HBO Go or, worst-case scenario, the host leaves, chances are that your experience will suffer as a result. Shiring believes that, eventually, centralized hosting will become the new normal. Ping — the time it takes in milliseconds to transfer data between remote machines — is the crux of multiplayer gaming. Simply put: If it’s too high, the bullets you fire at an enemy won’t hit their target because your network is running slower than the game is animating player movement. For details on why Titanfall doesn’t feature cross-platform play, check out the full interview with Respawn’s Jon Shiring. Azure’s regional data centers address this by providing a clean, semi-local connection point between your console and the server where it connects. Naturally, the lower your ping is, the better; most PC gamers try to select servers that have a ping of 100ms or less. Shiring tells us that when Respawn’s offices in Los Angeles connect to the Azure data center in San Francisco, the average ping is 19ms to 20ms . “We’re talking barely more than one rendering frame to get a message to the server and back again, which is outstanding, ” he says. “What I’ve found is that a lot of the latency in consumer broadband is at the edges: Getting to another user is slower than getting to a hub and back again, ” Shiring says. Because the Azure data centers are regional, he says that the latency is a lot lower than what you would get if the connection was to another player. That means that every non-player-controlled character should do what it’s supposed to do, when it’s supposed to, almost anywhere on the globe. With Azure taking care of Titanfall ‘s external AI elements, the speed that they’re delivered to a game session needs to be near-seamless for a good player-experience. It has to feel like you’re fighting alongside scripted AI teammates in a single-player campaign — not like a typical, stuttery multiplayer match — for the computer-controlled characters to be valuable. After all, a robotic bodyguard is useless if it takes even a millisecond longer for your Titan to detect an enemy than it does for the enemy to kill you. If the technology hiccups because of a slow connection, the illusion breaks. At its core, Respawn’s use of Azure promises a consistently fast connection where you don’t see the stitches holding the game together. PEAK TIME These regional data centers also allow Respawn to keep everyone playing even if their closest server farm is overloaded. During the beta, the studio ran Titanfall on an intentionally limited number of servers to discover where the infrastructure’s weak points were when running at a full load. Some 2 million people participated in the game’s test run (across both PC and Xbox One) and at one point, a portion of Europe’s data centers were running at full player capacity and couldn’t accept more users. Respawn had a contingency plan in place: moving the affected players over to the East Coast US data centers, behind the scenes. This meant higher ping of course, but not by a dramatic amount. “We don’t look forward to doing that at all, but if we have a bunch of people sitting unable to play the game, then we’re going to make sure that the experience is good enough — maybe not ideal — to get them playing, ” Shiring says. In a way, this was a method of answering the biggest question the developer could face during launch: What will happen if everyone tries playing the game at the same time and can’t? An entire country will miss out on a console game because of the lack of Microsoft’s servers in the region. “We’re trying to figure out how many people will be playing and trying to make sure the servers will be there for that, ” Shiring says. Essentially, that’s where Respawn’s responsibilities end. If player experience is suffering at launch, that’s on Redmond to fix. “One of the really nice things about it is that it isn’t my problem, right?” Shiring says. “We just say [to Microsoft], here are our estimates, aim for more than that, plan for problems and make sure there are more than enough servers available — they’ll know the whole time that they need to bring more servers online.” Titanfall benefits from dedicated servers, but it’s dangerously dependent on them to function; there are parts of the world where Azure data centers don’t exist. Like South Africa, for instance. Because Respawn couldn’t guarantee the quality of the experience, its debut game won’t be released there. An entire country will miss out on a console game because of the lack of Microsoft’s servers in the region. THIS IS JUST THE START Shiring is keenly aware of the pressures on him and his coworkers to not only launch well, but also to maintain a consistent level of quality throughout Titanfall ‘s lifespan. It isn’t just the first tentpole title of the current generation of gaming; it could also be the killer consumer app for Microsoft’s Azure tech. He expects that once his team’s game ships and is complete, the studio will have more confidence that the grunt work associated with brand-new code and technology will be done. From there, other developers can build on Respawn’s foundation. Shiring believes that, eventually, centralized hosting will become the new normal. He also recognizes the risk in being first. “Working with Microsoft is great, but we’re kind of taking a bullet with doing the pain of proving that the game will scale up, and we’re finding bugs that every system has at launch, ” he says. The only other proof that Azure actually works for gaming is Xbox One launch title Forza Motorsport 5 . The game’s Drivatar system uses the cloud to catalog your racing behavior and create a virtual driver that competes in other people’s online races, earning in-game money while you’re away. Doing laps around the Indianapolis Motor Speedway , however, doesn’t have as wide an appeal as, say, operating a three-story robotic death machine. Should Titanfall and Azure live up to expectations, Shiring thinks that Redmond’s infrastructure could change how studios approach developing games. If he’s right, this could lead to much more Respawn-style experimentation from other studios and maybe create entirely new genres of games as a result. “Suddenly, the publisher solution becomes more risky than the cloud solution, ” he says. “That will be a big shift in the industry for everybody.”​ Filed under: Gaming , Home Entertainment , Software , HD , Microsoft Comments

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A closer look at Titanfall’s not-so-secret weapon: Microsoft’s cloud

One of Facebook’s biggest science pages is becoming a TV show

Science TV shows are enjoying a small renaissance, it seems. Virtually in sync with the first episode of the Cosmos reboot , Facebook page and stand-alone website I F-ing Love Science (yes, we know how that’s really written) has announced that it’s getting a TV show on the Science Channel around the third quarter of the year. Late night talk show host Craig Ferguson will present the series, while page founder Elise Andrew (shown at center) will contribute behind the scenes. The TV deal is a testament to IFLS ‘ online influence — its Facebook page alone has over 10 million likes, and over 50 million people get the site’s social updates every week. The show may only reel in a portion of that internet audience, but it still represents a victory for those who want more science in their living rooms. [Image credit: Elise Andrew, Twitter ] Filed under: Home Entertainment , Science , Internet , HD , Alt , Facebook Comments Via: The Wrap , The Verge Source: IFLScience

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One of Facebook’s biggest science pages is becoming a TV show

Add DIY Permanent Volume Markings on a Metal Pot

If you don’t want to always look around for a measuring cup, a Redditor shared a neat trick to make permanent markings on your metal pot. Most of the items needed should be in your house, or you can pick them up for very little. Here’s what you’ll need: Read more…        

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Add DIY Permanent Volume Markings on a Metal Pot